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 Hottest Non-Core Books, Print from Wizards of the Coast
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Monster Manual 3 (4e)

Monster Manual 3 (4e)


Iconic monsters for your D&D campaign This core rulebook packs in over 200 new monsters to menace D&D player characters. Classic monsters such as the derro, the mimic, and Lolth (Demon Queen of Spiders) make their first 4th Edition appearance here. In addition, this book includes scores of new monsters to challenge characters of heroic, paragon, and epic level, including deadly catastrophic...   [click here for more]
Wizards of the Coast  $41.99

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CM2 Death's Ride (Basic)

CM2 Death's Ride (Basic)


A King's Commission leads to danger! All communication with the barony of Twolakes Vale has ceased. King Ericall, worried about the security of his border and angered at the loss of tax revenues, has commissioned you, a delegation of powerful adventurers, to investigate. This is not a petty problem to by solved by the armies of local nobility. Indeed, the king's forces are desperately needed elsewhere....   [click here for more]
Wizards of the Coast  $11.99 $10.79

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Player's Option: Heroes of the Feywild (4e)

Player's Option: Heroes of the Feywild (4e)


Ready to explore your character's wild side? Player’s Option: Heroes of the Feywild enables players to weave elements of the Feywild into their existing and future characters, in much the same way that Player’s Option: Heroes of Shadow gave players reasons to explore their characters’ dark connections to the Shadowfell. This book contains exciting new character builds and...   [click here for more]
Wizards of the Coast  $24.99

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The Planewalker's Handbook (2e)

The Planewalker's Handbook (2e)


The secret of survival ain't who you are, berk - it's what you know! -Planewalker adage Feeling overwhelmed by the infinite possibilities of the multiverse? Wondering how to roleplay a tiefling, what spells to memorize, and how to manipulate portals? Here's the dark of it: The Planewalker's Handbook is the essential manual for survival on the planes - a Players Handbook...   [click here for more]
Wizards of the Coast  $22.99 $16.99

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Book of Artifacts (2e)

Book of Artifacts (2e)


Incredible magic for all campaigns! The Book of Artifacts will help every adventure reach new plateaus of mystery, danger, and epic excitement. Within these pages is the most complete collection of legendary and obscure artifacts ever assembled for the AD&D 2nd Edition game. Each enigmatic token or powerful relic has a detailed history, special powers that truly fit the theme of the item,...   [click here for more]
Wizards of the Coast  $16.00

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Die Vecna Die! (2e)

Die Vecna Die! (2e)


The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond.   To stop him, heroes must face horrors never dreamed of, journeying...   [click here for more]
Wizards of the Coast  $19.99

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X4 Master of the Desert Nomads (Basic)

X4 Master of the Desert Nomads (Basic)


To arms! To arms! The battle lines are drawn as desert men and inhuman tribes wait poised to strike on the fertile and rich lands of the east. The call has gone out through the civilized lands. The armies have been raised to match the invading foes from the west. Nobles and peasants have joined swords to greet the foes. But Fate or Chance has decreed another role for a small few. No...   [click here for more]
Wizards of the Coast  $9.99 $8.99

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CM9 Legacy of Blood (Basic)

CM9 Legacy of Blood (Basic)


Your cousin Rolph is dead - and while there is cause for sadness, there is also cause for celebration. As his heir, you were willed his dominion: Fenhold. Of course, the Deep Swamp is threatening to engulf all of your new holding. People are seeing ghosts and disappearing mysteriously. Animals die without reason, and crops are suddenly blighted. The farmers don't like the swampdwellers, the swampdwellers...   [click here for more]
Wizards of the Coast  $4.99

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Country Sites (2e)

Country Sites (2e)


Get out of town and into the world!   Country Sites, the third in a series of AD&D game accessories, is a compendium of challenging and distinctive settings that will test the mettle of any group of player characters. Herein is all the information a Dungeon Master needs to build adventures within these settings and incorporate them into an existing campaign: background information, maps,...   [click here for more]
Wizards of the Coast  $8.50

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RR3 Van Richten's Guide to Vampires (2e)

RR3 Van Richten's Guide to Vampires (2e)


At last, some means of combating the ultimate undead—vampires—have found their way into print. Within these pages, Dr. Rudolph Van Richten shares his vast background as one of Ravenloft's most formidable lore masters and vampire hunters. Decades of research and experience have been compiled into discussions that define the very nature of these kings of the undead and help put them at a disadvantage...   [click here for more]
Wizards of the Coast  $14.99

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City of the Spider Queen (3.5)

City of the Spider Queen (3.5)


THE FATE OF FAERÛN LIES IN SHADOWY DARKNESS Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can. Designed to take 10th-level characters as far as 18th level, City of the Spider Queen draws...   [click here for more]
Wizards of the Coast  $19.99

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City of Splendors: Waterdeep (3.5)

City of Splendors: Waterdeep (3.5)


Explore the Shining Jewel of Faerûn   Waterdeep beckons! For centuries, this grand city has stood at the edge of the Sea of Swords, tempting heroes with its bustling port, thriving markets, hidden perils, and half-forgotten dungeons. Adventure waits on every street corner, behind every locked door, and below every cellar! This supplement for the D&D game offers an in-depth...   [click here for more]
Wizards of the Coast  $35.00

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Council of Spiders (4e)

Council of Spiders (4e)


Lolth’s avatar has come to Menzoberranzan, declaring the god’s intent to spin a Demon Weave and gain control of arcane magic. The drow rush to aid her by retrieving ancient artifacts and channeling their power to Lolth. But in Menzoberranzan, the City of Intrigue, nothing is ever as simple as it seems. The Council of Spiders demands representation for wizards on the Ruling Council of the drow theocracy....   [click here for more]
Wizards of the Coast  $6.99

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GAZ3 The Principalities of Glantri (Basic)

GAZ3 The Principalities of Glantri (Basic)


"It is early, and low over the mountains the sun set the sky ablaze. The little red creature yawns, stretches its small bat wings, and scratches its horny head. Suddenly, a gong echoes in the room below, making the creature jump. Almost falling, it grabs hold of the large statue on which it was sleeping. "Down below, the students are preparing for their daily barrage of courses in geography,...   [click here for more]
Wizards of the Coast  $9.99

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Lost Crown of Neverwinter (4e)

Lost Crown of Neverwinter (4e)


Neverwinter - A City on the Brink of War Missing for decades, the Crown of Neverwinter, symbol of the former ruling family, has emerged at last. Yet not all are pleased with the crown's reappearance. Beset by rebels and plaguechanged, Lord Dagult Neverember must hire a group of adventurers to track down the so-called Lost Heir and discover his intentions for the city. The stakes are...   [click here for more]
Wizards of the Coast  $8.50

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Book of Lairs [Forgotten Realms] (2e)

Book of Lairs [Forgotten Realms] (2e)


NOTE: This title is a scanned PDF. Some text and images might be slightly blurry as a result. So, thee say there be beasts out there thee've ne'er heard of nor encountered? 'Tis easily enough repaired—provided thee've the stomach for it!   -Elminster, the Sage of Shadowdale D&D's most popular world just became even better! Here are over 30 exciting adventures that can be played...   [click here for more]
Wizards of the Coast  $14.99 $13.49

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X5 Temple of Death (Basic)

X5 Temple of Death (Basic)


Sent on a desperate mission into an unknown land, you must seek out one called "the Master" and his Temple of Death. There is little time to waste, as you must act before the Master's armies destroy your homelands. But to complete your task, you must battle fearsome guardians, travel through a hostile kingdom, and discover the secret of the Master. Can you survive his defenses and win? This adventure...   [click here for more]
Wizards of the Coast  $4.99

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X6 Quagmire! (Basic)

X6 Quagmire! (Basic)


Swamp creatures! They surround you now as you move slowly through the gurgling muck. How will you reach Quagmire now? Each day, the hungry sea swallows more of the ancient port city. A fierce fever ravages its people, and now - these foul monsters! Their beady eyes glimmer from deep within the tangled vines. Are these the creatures that have blockaded the city, turning away the ships...   [click here for more]
Wizards of the Coast  $4.99

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Volo's Guide to Cormyr (2e)

Volo's Guide to Cormyr (2e)


You hold in your hands the fourth popular - nay, indespensible! - travel guide penned by the indefatigable, all-seeing Volo. The tireless traveler has seen the sights of the beautiful Forest Kingdom, and he offers this pouch-sized tome so your own visit to the fabled realm of shining knights may be a carefree success. Many of the finest establishments and most striking sights and landmarks of Cormyr...   [click here for more]
Wizards of the Coast  $19.99 $17.99

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Eye of Pain (2e)

Eye of Pain (2e)


Inside the woods near Burke's Crossing lurks a very real danger. It began as a sense of unease, a feeling of being watched, but now people are disappearing. The lumberjacks who have stayed in the little village talk of ghosts and other superstitions. Or at least they did - until a mysterious statue appeared in a clearing near the logging camp. As if matters weren't strange enough, two...   [click here for more]
Wizards of the Coast  $8.50

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Eye of Doom (2e)

Eye of Doom (2e)


After hiring a group of brave adventurers to help him "acquire" a beholder specimen, the mage Velinax disappears! Rumors blame an insidious thieves' guild called the Unblinking Eye for this turn of events. Why would the Unblinking Eye wish to "take care" of the mage? Why does the guild want to speak to anyone involved with Velinax? Finally, what dark goal does the guild truly intend...   [click here for more]
Wizards of the Coast  $8.50

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Undermountain I: The Lost Level (2e)

Undermountain I: The Lost Level (2e)


"Far be it from me to impugn the mettle of adventurers such as yourselves, but daring the depths of Undermountain merely for fortune's sake is more absurd than kicking a sleeping dragon in the nose for sport. Even so, you've returned for another trip to the Underhalls, so be prepared. You stand to enter the Lost Level this time: Gird yourselves for diplomacy as well as destruction. You'll find the...   [click here for more]
Wizards of the Coast  $16.99

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X7 The War Rafts of Kron (Basic)

X7 The War Rafts of Kron (Basic)


The lerendi princess, Corinna, has disappeared. She set sail aboard a ship of the Minrothad Guilds - the guilds whose ships have been pirated and plundered for many weeks. Trade is horribly disrupted as many ships leave, never to be seen again. The guild masters now call for adventurers of great skill and renown. They offer small fortunes to any who can help them discover who is pirating...   [click here for more]
Wizards of the Coast  $8.50

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Undermountain II: Maddgoth's Castle (2e)

Undermountain II: Maddgoth's Castle (2e)


"Ye want this ol'moneylender's advice on entering Halaster's Hall yet again? My advice is this: Don't. There's precioius few treasures worth the death and agony and fear you'll face. Your problems are twofold: First, ye've walked its halls before, and Halaster pays attention to those who visit him frequently (and he's the one you don't want to have watching you!). "Second, you're looking for the lair...   [click here for more]
Wizards of the Coast  $14.99

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RR8 Van Richten's Guide to the Created (2e)

RR8 Van Richten's Guide to the Created (2e)


...by the glimmer of the half-extinguished light, I saw the dull yellow eye of the creature open; it breathed hard, and a convulsive motion agitated its limbs. —Mary Shelley, Frankenstein Armed with satchel and saw, the creator slips into the night. He seeks the freshly dug grave and the unguarded morgue, selecting each body part with care. In the twilight before dawn, he tailors...   [click here for more]
Wizards of the Coast  $12.99

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Volo's Guide to the Sword Coast (2e)

Volo's Guide to the Sword Coast (2e)


Well met, traveler! Welcome to the latest in the popular series of guidebooks penned by Volothamp Geddarm. You hold in your hands and overview of the most important inns, taverns, shops, and tourist attractions in the western Heartlands, the coast of which is known as the Sword Coast. These lands begin south of fabled Waterdeep and the Savage Frontier, continue up the northern boarders...   [click here for more]
Wizards of the Coast  $18.99

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Volo's Guide to Waterdeep (2e)

Volo's Guide to Waterdeep (2e)


Well met, traveler! You hold in your hands an amusing and insightful guide to Waterdeep—the metropolis of the North, the City of Splendors. This handy pouch-sized tome presents Volo's choice of the finest, most spectacular, and least known (but most desired) information about the people, customs, and locations in Waterdeep, ranked with a handy coin, dagger, pipe, and tankard...   [click here for more]
Wizards of the Coast  $19.99 $17.99

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Web of the Spider Queen (4e)

Web of the Spider Queen (4e)


Long past are the days when drow ruled over Shadowdale from the Twisted Tower—or are they? Beneath the sleepy farming community, an old evil stirs. The drow and their foul Underdark minions have set eyes on the Dalelands, but to what end is anyone’s guess. Now, it’s up to an unlikely band of adventurers to defend Shadowdale from the drow threat and learn what Lolth and her villainous followers...   [click here for more]
Wizards of the Coast  $8.50

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Well of Worlds [Planescape] (2e)

Well of Worlds [Planescape] (2e)


Clueless? The majesty and the dark got you down, cutter? Don't know how to lead a green prime to water? Then worry no more! The Well of Worlds is the answer to every basher's pleas for introducing gamers to the planes. The chant is: Nine new adventures; a poster map of the planes (depicting Avernus, the first layer of Baator); a slew of magical items; and excitement! Face off against a crazy king...   [click here for more]
Wizards of the Coast  $18.99

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A Guide to Transylvania (2e)

A Guide to Transylvania (2e)


A Guide to Transylvania is an indispensable accessory for any Masque of the Red Death campaign - or for a campaign for any game system set in the 1890s. This 96-page book contains everything needed to explore the exotic, fear-filled country that is home to Dracula. Highlights of this volume: A survey of Transylvania's history and geography; an overview of the beliefs, practices, crafts, and...   [click here for more]
Wizards of the Coast  $14.99

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Guide to Hell (2e)

Guide to Hell (2e)


Diabolical threats lurk everywhere in the world of the AD&D game. Heroes who fight evil on the Prime Material Plane may contend with forces whose power rises from the depths of Hell. Adventurers who travel to Hell meet devildom on its own terms and risk not only their lives, but also their everlasting souls.  Guide to Hell is a comprehensive look at the nature of devils, ways for heroes...   [click here for more]
Wizards of the Coast  $11.50

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RR7 Van Richten's Guide to Werebeasts (2e)

RR7 Van Richten's Guide to Werebeasts (2e)


I know now the shape of madness, of ravening insanity, and it is me! I dread the waxing of the moon, yet how can I flee from time itself? The hour of transformation is at hand, and my heart surges in bloodlust!  —The Cry of a Werewolf Werebeasts: men and women who assume the shape of animals. In this volume, Dr. Rudolph Van Richten—Ravenloft's eminent expert on the horrific—exposes the...   [click here for more]
Wizards of the Coast  $13.99

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Beyond the Crystal Cave (4e)

Beyond the Crystal Cave (4e)


Enter a Realm of Enchantment When Monsters threaten the village of Crystalbrook, it's up to adventurers to track down where they're coming from. The investigation leads them on a journey across planes. In the Feywild, the heroes must explore an enchanted island garden and unravel the plot of a foul hag, before she and her fiendish companion can perform a ritual to seize control of...   [click here for more]
Wizards of the Coast  $8.50

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On Hallowed Ground (2e)

On Hallowed Ground (2e)


No ordinary tome can hold the powers of the planes, berk. That's why On Hallowed Ground is two books in one. In the first chapters, learn what divine compacts keep the gods from tearing the multiverse apart. Get the dark on turning player characters into proxies. Find out what happens when a spellslinger brings a petitioner back to life. And tumble to the awesome prestige—and awesome danger—of...   [click here for more]
Wizards of the Coast  $24.99

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Skullport (2e)

Skullport (2e)


Skullport, the Port of Shadow, is perhaps the best kept secret in all the Sword Coast. A mile and a half beneath the orderly streets of Waterdeep squats the most wretched and lawless pit of thieves, buccaneers, slavers, and sellswords the Realms has to offer. Under a moldering tangle of catwalks threaded between the stalactites and stalagmites of the cavern city, illithids, drow, beholders, and other...   [click here for more]
Wizards of the Coast  $14.99

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EBERRON: Secrets of Sarlona (3.5)

EBERRON: Secrets of Sarlona (3.5)


Secrets of Sarlona explores the continent of Sarlona for the first time, giving players and Dungeon Masters their first real glimpse inside the empire of Riedra, home of the Inspired and the kalashtar. It also explores the mysteries of Adar, a nation isolated from the rest of the world, and never-before-seen locations. Secrets of Sarlona also presents new options (feats, prestige classes,...   [click here for more]
Wizards of the Coast  $16.00

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A0-A4: Against the Slave Lords (1e)

A0-A4: Against the Slave Lords (1e)


Against the Slave Lords is a collection of four classic Advanced Dungeons & Dragons adventure modules that form a series -- A1: Slave Pits of the Undercity, A2: Secret of the Slavers Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeons of the Slave Lords -- complete with original black-and-white interior art. Added to the collection is an all-new fifth adventure -- A0:...   [click here for more]
Wizards of the Coast  $19.99

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Adventure with Muk (5e)

Adventure with Muk (5e)


Meet Muk, the very bravest goblin, and his best friend Birdsquirrel. Adventure your way through the Dankwood and search for a great treasure that is rumored to be hidden far beyond. For players of all levels. This activity book includes enjoyable adventure hooks written by D&D’s Adam Lee, puzzles, unique Dankwood goblin character sheets developed by D&D’s Chris Lindsay, modified monster...   [click here for more]
Wizards of the Coast  Pay What You Want

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Adventurer's Vault (4e)

Adventurer's Vault (4e)


Hundreds of new weapons, tools, and magic items for your D&D character.   This supplement for the Dungeons & Dragons game presents nearly a thousand magic items, weapons, tools, and other useful items for your D&D character. Whether you’re a player looking for a new piece of equipment or a Dungeon Master stocking a dragon’s hoard, this book has exactly what you need....   [click here for more]
Wizards of the Coast  $20.00

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An Adventurer's Guide to Eberron (3.5)

An Adventurer's Guide to Eberron (3.5)


Explore a World of Magic and Mystery This lavishly illustrated visual guide explores the magical, medieval fantasy world of Eberron. Climb aboard an elemental airship and visit wondrous locations, from the soaring spires of Sharn and monolithic mountain strongholds of the Mror Holds to the cyclopean ruins of Xen’drik and the gleaming glaciers of the Frostfell. See...   [click here for more]
Wizards of the Coast  $20.00

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BH1: Mad Mesa

BH1: Mad Mesa


Mad Mesa Gazette Volume 6 -- Scott Randolph - Editor -- Number 12 Jack Maxwell in Coma More fire was recently added to the Kane-Russell feud. It seems that several unidentified men jumped Malachai Kane and a Bar-K hand by the name of Jack Maxwell. The two men were taken completely unawares and beaten until they were unconscious. One attacker continued to kick the men when they were...   [click here for more]
Wizards of the Coast  $4.99

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BH2: Lost Conquistador Mine

BH2: Lost Conquistador Mine


WARNING! OF THE CITIZENS AND MINERS COMMITTEE To all HORSE THIEVES, CARD SHARPS, CLAIM JUMPERS, BUNCO ARTISTS, BANDITOS, AND RENEGADES The C. & M.C. of the town of Dead Mule, vigilant in the preservation of peace, property, and good order earnestly warn all Felons, Vagrants, and disorderly Drunkards that their wild and lawless ways WILL NO LONGER BE TOLERATED!...   [click here for more]
Wizards of the Coast  $8.50

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BH3: Ballots & Bullets

BH3: Ballots & Bullets


"They're stealin' the ballot box .... " And vote theft is only one of the perils stalking the town when the folks of Promise City must choose between BALLOTS... and BULLETS. It's 1882 and Cochise County, Arizona is the wildest part of the wild west. Rustlers are everywhere Indians and badmen lurk in the hills. Robberies are common. Against this setting, two hostile political factions struggle for...   [click here for more]
Wizards of the Coast  $8.50

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BH4: Burned Bush Wells

BH4: Burned Bush Wells


No two ways about it: the town of Burned Bush Wells sits snugly in the back pocket of Mr. Lyle Underhay, businessman. Now, unlike some of the other merchants in the town, Underhay's dealings have been pretty underhanded. Now your band of riders stands al the edge of town, a cold norther at your back that cuts through even the wolf pelts slung across your saddles. The skins will draw a decent...   [click here for more]
Wizards of the Coast  $8.50

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BH5: Range War!

BH5: Range War!


Promise City Herald Volume 1 No. 42 --Promise City, Oregon -- Setepmber 2, 1875 Jack MacRess, Publisher RANGE WAR! GOOD NEWS: The Civil War is over and you have inherited 640 acres of wheat fields, apple orchards, and Douglas firs in Grant County, Oregon. A family legend leads you to believe your great-uncle buried his fortune somewhere on the land. BAD NEWS: Your...   [click here for more]
Wizards of the Coast  $8.50

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Caravans (2e)

Caravans (2e)


Journey through a perilous realm of searing sands and burning passions! Pit of the Ghuls, Genies' Anvil, Vishap's Teeth... the mere mention of these mystical sites fills men's hearts with fear and apprehension. Now the mysteries of the High Desert are revealed! Caravans takes player characters into Zakhara's greatest sea of sand to face its most treacherous denizens. Heroes match wits with djinn and ins alike--and...   [click here for more]
Wizards of the Coast  $34.99

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Chains of Asmodeus

Chains of Asmodeus


If You Purchased The PDF Click Below For a Bundle Discount on the Premium, Hardcover. CLICK HERE FOR THE PDF + Hardcover, Premium Bundle. Arcanum Worlds Presents: Chains of Asmodeus Chains of Asmodeus is a 286-page source book and adventure for the Nine Hells written by legendary game designer James Ohlen (Baldur's Gate, Baldur's Gate II, Star Wars: Knights...   [click here for more]
Wizards of the Coast  $34.99

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Chaos Spawn (2e/SAGA)

Chaos Spawn (2e/SAGA)


In the heat of an unnaturally warm summer, the Knights of Takhisis conquer nearly every inch of Ansalon, even the glorious city of Palanthas. Mere days later a messenger arrives in Palanthas bearing a dire missive: Something wiped out the Knights posted at the Tower of the High Clerist and now cuts a swath of destruction across the countryside! Chaos Spawn pits your heroes against one of Chaos's strongest...   [click here for more]
Wizards of the Coast  $8.50

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Citadel of Light (SAGA)

Citadel of Light (SAGA)


A Light in the Darkness... In a time when the shadows of the Great Dragons darken Ansalon's horizons, a single beacon shines brightly—the Citadel of Light! Built by dwarves, protected by Solamnic Knights, and sacred to pilgrims of virtually every race on Krynn, the crystal domes of the Citadel of Light are the Fifth Age's first and greatest center of new magic. Guided by Goldmoon, venerable Hero...   [click here for more]
Wizards of the Coast  $12.00

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City Sites (2e)

City Sites (2e)


City Sites, the first in a series of AD&D game floorplans, includes extensive details on urban settings that player characters are liekly to visit in any campaign.   For instance, within you'll find a smithy run by gnomes; a temple that's home to an orphaned dragon; and a tavern that patrons can't enter until they give the password This book also describes two inns, a singing fountain,...   [click here for more]
Wizards of the Coast  $8.50

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